Coast+Guard+Command+Center+Game

=**Coast Guard Command Center**= Matt Chong, Jared Frisby, Whitney Houck, Gale Young = =

Instructional Objective
The primary objective of the game is for players to learn more about the assets (ships, boats, aircraft), history, and missions of the U.S. Coast Guard. This will be accomplished through the use of scenarios in five selected mission areas (Search and Rescue, Security and Defense, Drug Interdiction, Alien Migrant Interdiction Operations (AMIO), and Fisheries Enforcement) based off of actual historical Coast Guard cases. Players will also learn to balance competing demand for their limited assets by being forced to choose the priority that each mission will take. Higher point values will be assigned to the missions that the Coast Guard places the highest priority on to make the scenarios more realistic.

Learners & Context of Use
This game is designed primarily for adults desiring to learn more about Coast Guard operations. This would include people attending a Coast Guard training program such as the U.S. Coast Guard Academy, Officer Candidate School, or Basic Training and Coast Guard men and women currently working on their qualifications in Coast Guard Command Centers, Cutters, Air Stations, and small boat stations around the country. It would also be useful for the Coast Guard's civilian volunteer Auxiliary. Their age is 17 and up (though the game may be played by students in High School). Most have a general familiarity with Coast Guard assets but are learning how to use different assets to respond to cases, environmental considerations, and mechanical issues. A secondary audience includes those members of the general public interested in the Coast Guard or those looking to join the Coast Guard.

Prior to the game, one player will read the rules aloud (operational brief) which will explain how the game works, what assets are available for use, and what missions are covered by the game. Each player will also be given a card with the major characteristics of all assets. At the end of the game, the players will discuss together (debrief) their actions. This will allow the players to assess their performance and offer recommendations on what they could have done better or differently. The Coast Guard uses operational briefs before each mission is undertaken to ensure that all key players understand the details of the mission and the risks involved, and debriefs to capture lessons learned and improve performance for the next time they undertake a similar mission.

Competing Products
So far, we have found only a few Coast Guard related board games. The biggest player in this space is the [|United States Coast Guard version of Monopoly]. It's a typical themed version of Monopoly, where the players can buy and trade Coast Guard assets in order to support the mission of U.S. Homeland Security. The second game is called "[|Coast Guard in Action Shooting Gallery Game] ." It was released in 1943 and is no longer available. Players take turns shooting a toy gun down the length of the board, trying to hit targets to score points. The third game is called [|"Ice Breakers to the Rescue"], a strategy game about operating Coast Guard Ice Breakers in the Arctic. The object of the game is to open up frozen waterways to get ships to their destinations before the ice becomes too widespread. Though this game is based off Canadian Coast Guard icebreakers, the U.S. Coast Guard completes a similar mission as well. A fourth game was produced by Parker Brothers from 1899-1904 and was called [|"The Life-boat Game"]. This game has not been sold in over a century, but a copy can be found in the U.S. Coast Guard Museum's collection in New London, Connecticut.

**Object of the Game**
The goal is to complete a variety of Coast Guard missions as quickly as possible. As you complete each mission you will accrue points (each mission has different point values based on the importance and difficulty of each mission). When player's point levels reach certain thresholds, they will be promoted to the next rank (based of actual Coast Guard ranks). The first person to reach the rank of Admiral wins the game.

Content Analysis
Coast Guard assets.
 * ~ Content Type ||~ Content Elements ||~ Game Elements ||
 * ===**Facts**=== || Coast Guard missions

Coast Guard ranks. || -Game scenarios are based off five real U.S. Coast Guard Missions. -Players are given a player board which lists the major characteristics of each available asset. All available assets are described below. -Status in the game is based off actual Coast Guard officer ranks. ||
 * ===**Concepts**=== || Characteristics and restrictions of assets

Increasing responsibility || -Given the characteristics and limitations provided for each asset, the players will be able to select an asset with the appropriate capabilities to complete the assigned mission. -As players get promoted, they will have the opportunity to increase the number of assets that they exercise control over. || The determination will be made by considering competing demands and prioritizing different missions as well as the capability of the assets. || -rolling of a die ||
 * ===**Principles**=== || Coordinating a mission || -Players will determine which assets will best assist in completing a mission.
 * ===**Procedures**=== || Decision Making || -Players will have to go through the steps of receiving a mission, looking at the mission circumstances, choosing the right asset to complete the mission, and deciding how to use the assets. ||
 * ===**Processes**=== || Matching mission with best asset || -Players will have to determine which asset to move depending on what has the best impact. ||
 * ===**Probabilities**=== || Changes in mission circumstances. || -chance cards which will change the weather or add unforeseen circumstances to the mission.
 * ===**Context**=== || Command Center Watch || -Players will be acting as the duty officer at a U.S. Coast Guard Command Center. They will need to make decisions on mission priorities, assets, and risks, ||
 * ===**Vantage Points**=== || Aircraft, Small Boat, Patrol Boat, Cutter

Command Center || -Players will be able to use an asset of their choice to accomplish the mission. Their movement on the board will be affected by the capabilities and limitations of the assets they choose. -Players will have multiple missions to choose from. They will have to decide what mission provides them the greatest gain for the effort. ||  Surface Asset #1 **
 * Available Coast Guard Command Center Assets ** (5 surface assets, 2 air assets)
 * 
 * Name: ** Motor Lifeboat (MLB)
 * Size: ** 47 FT
 * General Description of capabilities and operations: ** The 47' MLB is built to operate safely under surf conditions within its design limits. Crews may operate the boat in conditions that exceed the environmental limits of 20 ft+ seas, 15 ft+ surf, 30+ knot winds, can operate 50 nautical miles offshore, and can handle a 150 ton tow load.
 * Crew: ** 6
 * Speed: ** 25 knots
 * Fuel Consumption: **<span style="font-family: 'Arial','sans-serif';"> 394 gallons of diesel (50 gallons/hour, missions 8 hours max at 25 knots)
 * <span style="font-family: 'Arial','sans-serif';">Passengers and Survivors: **<span style="font-family: 'Arial','sans-serif';"> The boat may carry up to additional 30 persons onboard.
 * Weapons Mounting:** Machine gun mountings on deck


 * <span style="font-family: 'Arial','sans-serif';">Surface Asset #2 **
 * <span style="font-family: 'Arial','sans-serif';">Name : 110 Foot W-Patrol Boat (WPB) **
 * <span style="font-family: 'Arial','sans-serif';">Size: **<span style="font-family: 'Arial','sans-serif';"> 110 FT
 * <span style="font-family: 'Arial','sans-serif';">General Description of capabilities and operations: **<span style="font-family: 'Arial','sans-serif';"> The 110 FT WPB missions include law enforcement, mainly drug and illegal alien interdiction duties. It is also involved in port security, search and rescue and defense readiness operations. The 110 FT WPB's motion in heavy seas is greatly reduced through use of a stabilizing fin system. It can carry a medium-sized boat capable of being launched safely in 8 foot seas. Can conduct missions in up to 12 FT seas, 20+ knot winds, maximum range is 3,300 miles offshore, and can handle a 500 ton tow load. Maximum expected continuous underway period is 5 days without replenishment or 10 days with replenishment.
 * <span style="font-family: 'Arial','sans-serif';">Crew: **<span style="font-family: 'Arial','sans-serif';"> 16
 * <span style="font-family: 'Arial','sans-serif';">Speed: **<span style="font-family: 'Arial','sans-serif';"> 29 Knots
 * <span style="font-family: 'Arial','sans-serif';">Fuel Consumption: **<span style="font-family: 'Arial','sans-serif';"> 10,382 gallons (diesel), maximum mission range is 3,300 nautical miles max at 12.8 knots
 * <span style="font-family: 'Arial','sans-serif';">Passengers and Survivors: **<span style="font-family: 'Arial','sans-serif';"> 50 +
 * <span style="font-family: 'Arial','sans-serif';">Weapons Mounting: **<span style="font-family: 'Arial','sans-serif';">MK38 25mm machine gun system, Machine gun mountings on deck


 * <span style="font-family: 'Arial','sans-serif';">Surface Asset #3 **
 * <span style="font-family: 'Arial','sans-serif';">Name: 210 Foot Medium Endurance Cutter (WMEC) **
 * <span style="font-family: 'Arial','sans-serif';">Size: **<span style="font-family: 'Arial','sans-serif';"> 210 FT
 * <span style="font-family: 'Arial','sans-serif';">General Description of capabilities and operations: **<span style="font-family: 'Arial','sans-serif';"> Medium Endurance Cutters are multi-mission vessels and will perform SAR in coastal and oceanic environments. These cutters serve as excellent platforms as operations systems centers due to extended operational periods, seaworthiness, range, speed, communications, and space for a large number of survivor and equipment. Able to accomplish all missions in up to 12 FT seas, 25 knot winds, 6,600 miles maximum range, and can handle a 10,000 ton tow load. This cutter has a helicopter deck, which can accommodate HH-65 helicopters. The 210 FT WMEC is deployable for 60-90 days **.**
 * Crew:** 100
 * <span style="font-family: 'Arial','sans-serif';">Speed: **<span style="font-family: 'Arial','sans-serif';"> 18 knots
 * <span style="font-family: 'Arial','sans-serif';">Fuel Consumption: **<span style="font-family: 'Arial','sans-serif';"> 49,625 gallons (diesel), maximum mission range is 8,000 nautical at 12.5 knots.
 * <span style="font-family: 'Arial','sans-serif';">Passengers and Survivors: **<span style="font-family: 'Arial','sans-serif';"> 70+
 * <span style="font-family: 'Arial','sans-serif';">Weapons Mounting: **<span style="font-family: 'Arial','sans-serif';">The MK38 25mm, and Machine gun mounting on deck

<span style="font-family: 'Arial','sans-serif';">**Size:** 225 FT Surface Asset #5 **
 * Surface Asset #4**
 * Name:** Seagoing Buoy Tender (WLB)
 * General Description of capabilities and operations:** Seagoing Buoy Tenders (WLB) are a highly capable offshore platform that can transport fuel and water, and carry an 80-ton deck load with a 20-ton lifting capacity. The WLB can operate in 14 inches of frozen ice and carries sophisticated electronic navigation and positioning equipment that includes SAR planning. Survivable in up to with outstanding 8 foot seas, 25+ knot winds, 6000 nautical miles max range, and an unknown ton tow load. Seagoing Buoy Tenders are deployable for 21 days.
 * Crew:** 50
 * Speed:** 15 knots
 * Fuel Consumption:** 30,000 gallons, maximum mission range is 6,000 nautical at 12 knots.
 * Passengers and Survivors:** 200
 * Weapons Mounting:** Machine gun mounting on deck
 * <span style="font-family: 'Arial','sans-serif';">
 * <span style="font-family: 'Arial','sans-serif';">Name: 378 Foot W-High Endurance Cutter (WHEC) **
 * <span style="font-family: 'Arial','sans-serif';">Size: **<span style="font-family: 'Arial','sans-serif';"> 378 FT
 * <span style="font-family: 'Arial','sans-serif';">General Description of capabilities and operations: **<span style="font-family: 'Arial','sans-serif';"> High Endurance Cutters are multi-mission vessels and will perform SAR in coastal and oceanic environments. Search and Rescue, Enforcement of Laws and Treaties, Protection of Marine Fisheries and Mammals, Maritime Homeland Security and National Defense These cutters serve as excellent platforms as Operations Systems Center due to extended operational periods, seaworthiness, range, speed, communications, and space for a large number of survivors and equipment. Survivable in up to 12 FT+ seas, 25+ knot winds, 11, 000 nautical miles max range, and an unknown ton tow load. The helicopter deck, which can accommodate HH-60 and HH- 65 aircraft. The 378 FT WHEC is deployable for 90+ days.
 * <span style="font-family: 'Arial','sans-serif';">Crew: **<span style="font-family: 'Arial','sans-serif';"> 160
 * <span style="font-family: 'Arial','sans-serif';">Speed: **<span style="font-family: 'Arial','sans-serif';"> 29 knots
 * <span style="font-family: 'Arial','sans-serif';">Fuel Consumption: **<span style="font-family: 'Arial','sans-serif';"> 215,000 gallons, maximum mission range is 11,000 nautical at 12 knots.
 * <span style="font-family: 'Arial','sans-serif';">Passengers and Survivors: **<span style="font-family: 'Arial','sans-serif';"> 250
 * <span style="font-family: 'Arial','sans-serif';">Weapons Mounting: **<span style="font-family: 'Arial','sans-serif';">The Otobreda 76 mm gun, 25mm Machine Gun System, Machine gun mounting on deck, and additional weapons systems.

Name:** HH-65 Dolphin Short-Range Recovery (SRR) aircraft used for coastal searches. Maneuverability and outstanding visibility for search scanners make helicopters ideal for closely checking sightings and searching shorelines. They are generally excellent rescue platforms, capable of recovering personnel from a wide variety of distress situations on land and water. Coast Guard helicopters have the following capabilities: hovering, perform hoists, deliver de-watering pump, confined area landing, direction finding, night illumination, search radar, datum marker buoy deployment, delivery of fire suppression kit. Items may be dropped either free-fall or with a parachute. <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: 115%;"> Name:** HH-60 Jayhawk <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: 115%;">
 * Air Asset #1
 * Size:** 6092 lbs, 44 FT
 * General Description of capabilities and operations:** The HH-65 Dolphin is used for homeland security patrols, cargo, drug interdiction, ice breaking , military readiness , pollution control , and search and rescue missions. It is a
 * Crew: 3**
 * Speed:** 125 knots
 * Max Range:** 375 nautical miles
 * Passengers and Survivors:** 3
 * Weapons Mounting:** A number of selected HH-65s are equipped with weapons, mounts and armory support.
 * Air Asset #2
 * Size:** 65 FT, 14,500 lbs
 * General Description of capabilities and operations:** The HH-60 Jayhawk is used for homeland security patrols, cargo, drug interdiction , ice breaking , military readiness , pollution control , and search and rescue missions. It is a Medium-Range Recovery (MRR) aircraft used for coastal searches. Maneuverability and outstanding visibility for search scanners make helicopters ideal for closely checking sightings and searching shorelines. They are generally excellent rescue platforms, capable of recovering personnel from a wide variety of distress situations on land and water. Coast Guard helicopters have the following capabilities: hovering , perform hoists, deliver de-watering pump, confined area landing, direction finding, night illumination, search radar, datum marker buoy deployment, delivery of fire suppression kit. Items may be dropped either free-fall or with a parachute.
 * Crew:** 4
 * Speed:** 160 knots
 * Fuel Consumption:** 6460 lbs of fuel, 6 hours
 * Passengers and Survivors:** 4-5
 * Weapons Mounting:** A number of selected HH-60s are equipped with weapons, mounts and armory support.

Game Materials
One game board, one set of rules, one set of 55 Mission cards, one set of 30 chance cards, 4 playerboards, 4 sets of (7 asset game pieces, one mission destination piece, and one marker to mark current rank), 4 notepads, 4 pencils, and one die.

Sample Chance Card:



Sample Mission Card:



List each of the physical objects one would find in the box. For example, the board, each type of card, each type of prize or token, etc.) After listing the materials, describe each in as much detail as needed. Include illustrations of the board and each type of card.

Sample Destination Marker:

Sample Rank Marker:

Time Required
The game will take 5 minutes to set up. One game can last between 45 minutes and a few hours, depending on chance and number of players. Points will be kept and if needed a game can break and reconvene at a later time.

The Rules
Coast Guard Command Center Game

Instructions

Age: 18 and older Target audience: Coast Guard personnel, CG Command Center watchstanders, CG Academy Cadets and Officer Candidates For 2-4 players

How quickly can you respond to the call when there is a vessel in distress, illegal fishing, or a boat running drugs sighted? Can you pick the best asset for the mission? Respond to changing weather and machinery conditions? Work with other mission commanders for ultimate promotion up the ranks?
 * Quick!**

One game board, one set of 55 Mission cards, one set of 30 chance cards, 4 playerboards, 4 sets of (7 asset game pieces, one mission destination marker, and one rank marker), and 1 die.
 * Contents:**

Complete the mission on the card as quickly as possible. As you complete missions, you get promoted. As you get promoted, you get more assets. The first person to reach the rank of Admiral wins.
 * Object:**

**Playing the game** Place the game board between the players. Shuffle the mission cards and chance cards and place them below the bottom edge of the game board.
 * Setup**

Each player gets one player board indicating their current rank (Ensign at beginning of game) and corresponding assets and asset capabilities.

Each player is given the colored asset markers, destination marker, and rank marker that correspond with their player board color.

To decide who goes first, each player is to roll the die. The player that rolls the highest number goes first, then play continues clockwise around the table.

Each Player begins as an Ensign with one asset. Points and assets are cumulative. <span style="color: black; font-family: 'Arial','sans-serif';"> 0 points = Ensign (1) <span style="font-family: 'Arial','sans-serif';">Motor Lifeboat (MLB) 20 points = LTjg (1) HH-65 Dolphin 45 total points = LT (1) 110 Foot W-Patrol Boat (WPB) (1) H-60 Jayhawk 75 total points = LCDR (1) 225 FT Seagoing Buoy Tender (WLB) 110 total points = CDR (1) 210 FT Medium Endurance Cutter 150 total points = CAPT (1) 378 FT High Endurance Cutter 200 total points = Admiral
 * Points, Assets & Promotion**

Players are to use their rank marker to show their current rank on their player board. This will help players follow the progress of their competitors.

Players are to complete missions in five mission areas: Search and Rescue (SAR), Security and Defense, Alien Migrant Interdiction Operations, Drug Interdiction, and Fisheries.
 * Mission Areas:**

All players begin at the base (pier). At their first turn, each player draws three mission cards, chooses one mission to attempt, and reads it aloud. They will return the other two mission cards to the stack. If they do not have the appropriate assets to accomplish any of the three missions (weather is too bad, distance is too great, etc.), they will return all mission cards to the stack and draw another card one at a time until locating an appropriate mission. Completed missions go in a discard pile and player will draw three mission cards again and repeat the process.
 * Moving**

Any Security and Defense mission involving using U.S. Navy assets may be accomplished by a player of any rank unless specified otherwise on the mission card

The player will place their colored destination piece on their mission destination. The player will use the appropriate asset piece to move along the game board toward the mission destination, and then return to base (if necessary, make multiple trips).

The player rolls the first die to see how many spaces to move (number rolled x multiplier for asset used). If the die rolled is a 2 or 5, the player picks a chance card. Multipliers below
 * MLB=2x
 * HH-65=8x
 * WPB=2x
 * HH-60=10x
 * WLB=1x
 * WMEC=1x
 * WHEC=2x

Note: For missions in which Coast Guard personnel man U.S. Navy assets, the multiplier will be specified on the mission card. When using a U.S. Navy asset, the player will use the back of an asset marker to mark their asset's location.

The player moves that number of spaces toward their mission location. When a player complete a mission, they must stop at the pier. No more moves may be completed until the next roll or new mission. This includes missions in which multiple trips must be made between the destination and pier.

TOWING: For a mission that involves towing another vessel or escorting another vessel back to port, multiplier can be used to go to the mission location. Once the player gets to mission location, they must stop to connect the tow. They can move again at the next turn. While a vessel is in tow or being escorted, the multiplier is reduced to 1.

BOARDINGS: For any mission involving a boarding, multiplier can be used to go to the mission location. Once the players gets to mission location, they must stop and lose one turn to complete the boarding. If the vessel is escorted to base or towed, the multiplier is reduced to 1.

RENDEZVOUS: For Alien Migrant Interdiction Operations missions that include a rendezvous location, the player must stop once reaching the mission location to pick up the migrants and again at the rendezvous location to drop off their migrants. They will move again on their next turn.

When a chance card is drawn, the player will read it aloud. Weather chance cards apply to all players and assets. Machinery and maintenance chance cards apply to only the player drawing the card.
 * Chance Cards**

If a player does not have assets to complete a misison, but another player does have the necessary asset AND they are willing to loan it, the player MUST borrow the asset (and give the loaning player half the points at the completion of the mission). The first player will use their turns to complete the mission with the second player's asset. The second player still completes their own mission with their own turn and loses the use of their loaned asset until the borrowing player returns it. To borrow another player's assets, you must choose one player and request to borrow one of their assets in return for a portion of the mission points. The other player has the right to decline. You can only ask to borrow one other player's asset per mission.
 * Sharing assets**

TOWING: When a surface asset has another vessel in tow, their multiple immediately drops to one for the remainder of the mission.
 * Special Conditions**

MIGRANTS and SAR: When picking up migrants or people from SAR cases, you are only able to carry as many additional people as your asset can hold (indicated by the number of passengers in each asset's information). If there are more people to save than your asset can carry, you must make multiple trips to the vessel.

Motivational Issues
The game first introduces learners to actual cases, familiarizing them with big-picture issues and real-world scenarios. This allows for discussion about actual similar cases players have worked, which leads to learning as well as some great stories. Next, it places multiple assets in the control of each player, allowing them to learn about the abilities and constraints of each asset type, and decide how and when to use each asset. Players can observe how others' use their assets for the game to complete the mission, addressing a small element of curiosity. The game directly targets challenge and competition, as each person naturally wants to complete the mission, and get promoted to reach Admiral and win the game. As the game developed cooperation has become a greater element since players can borrow each others' assets for partial points. This game primarily addresses the Fourth level in Maslow's Hierarchy of Needs: Achievement, Mastery, Recognition and Respect (Schell p. 126). The player wants to master the art of completing the mission, achieve the next rank, and gain recognition and respect from other players for the accomplishment. Creativity and fullfilment (5th Level) are not at play here as there is limited creativity allowed to complete the mission.

Design Process
Our first thought was to create a game that could be used in Coast Guard Command Centers to help individuals new to the position become familiar with some of the assets, capabilities, and constraints they will experience as they act as a Search and Rescue (SAR) Controller. We wanted to use actual cases and have the players respond, using different assets of some type to save the people, complete the drug bust, etc. We came up with the idea that to win you have to get enough points to be an Admiral, which is the highest rank in the Coast Guard. We decided that to make the game continue and more difficult, the asset must return to base, and then it can begin the next case; otherwise an asset would simply remain at sea, which is largely unrealistic. We wanted to instill an element of chance, so we decided to use actual Coast Guard issues to instill the chance (weather, machinery problems, etc).

In our meeting to discuss the game design with Bernie, we had not thought about parallel vs. interactive play. We decided to allow players to use others' assets by pointsharing to ensure everyone stays involved. In addition, some chance cards such as weather will apply to everyone, which will ensure involvement.

Initial playtesting from potential users of the game told us we need to refine the rules to be more clear especially relating to borrowing assets, recovering migrants, and the mission destination. In addition we should use fewer assets, and only target the Coast Guard audience for the game.

From this we learned that we need to be very explicit in the rules. We need to not have so many variables that the game is confusing, and we need to make sure every piece of information given to players directly relates to their game playing.

A second round of playtesting (undertaken by the 3 subject matter experts) refined some of the playing cards and elements of the game. We applied a "slow-down" factor for various scenarios (towing, boarding, escorting a vessel) which translates to real-world application and changes the speed of the game based on the mission. We refined the rules for borrowing assets after we got through two thirds of the game and realized no one was borrowing anything. Instead, we require a player to borrow and asset if someone will give share, which means the borrowing player must use strategy to ensure they borrow an asset from the player who is least likely to win.